With their power to wield Blood and their uncanny ability to stay alive, Blood Death Knights are the paragon of the self-healing tank in World of Warcraft. This makes them a very popular pick amongst the role. That’s why we’ve created a guide on how to partake in the unique fun that the class brings.
Death Knights are the original hero class in World of Warcraft. Released during the Wrath of the Lich King expansion back in 2008, the class, all its specs, and the overall allure were an instant fan-favorite.
Although the only class, alongside Demon Hunters, who only have two roles, with their one Tank and two DPS, they are still the go-to for many tank players.
With their relentless self-healing and almost unparalleled Magic mitigation, Blood Death Knights are the kings of tanking in Dungeons. That’s why we’ve put a guide together on how you can wear that crown yourself.
The class was originally created for the Horde’s first Warchief, Orgrim Doomhammer, by Gul’Dan as powerful soldiers. They were made by placing souls of fallen Shadow Council warlocks into the corpses of fallen Stormwind knights and were insidious necromancers who possessed tremendous magical power and loved to terrorized their enemies by way of reviving their battle mates as mindless undead minions.
Once the Lich King came into the picture, the idea of the Death Knight changed. No longer were they evil mages who loved to torment their foes, they were now battle-hardened, rune-wielding warriors of the Scourge who utilized the powers of Blood, Unholy, and Frost Magic.
Blood Death Knights can be traced back to the origin of the Death Knight itself as the main form of magic they utilized was Blood.
They are incredibly powerful in a Dungeon setting as they have an uncanny ability to self-heal, contain a wide array of cooldowns. On top of that, they have a strong amount of utility with their combat ress, 90% snare, and short-duration immunity to magic debuffs.
As opposed to Demon Hunters who are stuck on two races, one for Horde and one for Alliance, any race can be a Death Knight. This makes the decision to choose the best race a bit difficult but we’ve narrowed it out to a handful between both of the factions.
- Blood Elf
Staying on track with the classes’ favorability in Dungeons, Blood Death Knights benefit the most from the Blood Elf race on the Horde side. Their Arcane Torrent Racial ability is just too good to pass up in Dungeon settings as having the ability to get 20 Runic Power on command every two minutes and remove one beneficial effect from all enemies within eight yards is great for staying alive.
On the Orc side of things, the race is overall strong in all of the faction. Their Blood Fury, which is an increase of Attack Power by 52 for 15, is a nice little damage boost every two minutes but the main thing to look at would be their Orc’s Racial Passive, Hardiness, which reduces the effect of stuns by 20%, which is a nice little bonus. When in a scenario that requires you to quickly grab aggro but has enemies that stun, it’s a great boon.
- Night Elf
On the Dwarf’s side, their Stoneform is a great way to remove any debuff which can be crucial for any situation that revolves around taking damage as a tank. This is great for not just Dungeons but for Raids as well.
As for Night Elves, their Shadowmeld is a great way to break out of combat and reset a Dungeon situation. It’s not similar as a Blood Elf Arcane Torrent or a Dwarf’s Stoneform but it’s a great free get out of jail card.
As you progress through your WoW journey, you’ll quickly start acquiring new talents. In Blood Death Knight’s case, the talent path you’d be choosing can differ depending on the situation.
This is what we’ve found to be the best talent path:
|Heartbreaker||15||Heart Strike generates 2 additional Runic Power per target hit|
|Hemostasis||25||Each enemy hit by Blood boil increases teh damage and healing done by your next Death Strike by 8%, stacking up to 5 times.|
|Blood Tap||30||Consume the essence around you to generate 1 Rune.
Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.
|Will of the Necropolis||35||Damage taken below 30% Health is reduced by 30%|
|Grip of the Dead||40||Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every sec.
Defile: Defile reduces the movement speed of enemies within its area by 90%, decaying by 10% every sec.
|Voracious||45||Death Strike’s healing is incrased by 20% and grants you 15% Leech for 8 sec.|
|Red Thirst||50||Reduces the cooldown on Vampiric Blood by 1.5 sec per 10 Runic Power spent.|